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Order Seraphon 2023

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SERAPHON SERAPHON SERAPHON SERAPHON

BATTLE TRAITS BATTLE TRAITS BATTLE TRAITS COSMIC POWERS

LORDS OF SPACE COSMIC POWER PROTECTION OF AZURE LIGHT


AND TIME If you have a Starborne army, the following
are considered to be cosmic nodes:
THE OLD ONES You must spend 5 cosmic
power points to use this ability.
HEROIC ACTION You must spend 10 cosmic power
• Friendly Starborne Wizard units; You can return D3 slain models
points to use this ability. Until
Contemplations of the • Friendly Starborne aStrolith bearer units; to each friendly Starborne unit
the start of your next hero phase,
Ancient Ones: Pick 1 friendly with a Wounds characteristic of
• Friendly Starborne Realmshaper Engine friendly units affected by the
Starborne Slann. Replace 1 1 or 2 that is wholly within 12” of
faction terrain features. Revivifying Energies ability have
spell that they know from the any friendly cosmic nodes. Roll
a ward of 5+ instead of 6+.
Lore of Celestial Domination During the battle, you will be able separately for each unit.
(pg 76) with another spell to receive cosmic power points (CPP)
from that table. to spend on abilities and summoning
units to the battlefield.
Spatial Translocation:
Pick 1 friendly Starborne You begin the battle with 0 CPP.
Slann, and then pick 1 other At the start of your hero phase, you receive
friendly Starborne unit wholly 1 CPP for each friendly Starborne Wizard or
within 12” of them. Remove friendly Starborne aStrolith bearer on the
that other Starborne unit battlefield. In addition. you receive 1 CPP each
from the battlefield and set time a friendly Starborne Wizard successfully
it up again on the battlefield casts a spell that is not unbound, successfully
more than 9” from all enemy unbinds a spell or successfully dispels an
units. That unit cannot move in endless spell.
the following movement phase.

SERAPHON SERAPHON SERAPHON STARBORNE


COSMIC POWERS BATTLE TRAITS BATTLE TRAITS SLANN COMMAND TRAITS

CLEANSE SUMMONING SUMMONING SERAPHON ARCANE MIGHT


THE REALMS SERAPHON SIZE
1
UNIT
Engine of the Gods
CPP
30 This general can control up to
3 predatory endless spells per
You must spend 15 cosmic power At the end of your movement phase, 1 Stegadon 28 hero phase. In addition, when this
points to use this ability. Roll a dice you can spend your cosmic power
1 Bastiladon 24 general casts a spell that summons
for each enemy unit within 12” of points to summon 1 unit from the
3 Aggradon Lancers 22 an endless spell, the range of that
any friendly cosmic nodes. On a 2+, following list and add it to your
spell is doubled.
that unit suffers a number of mortal army. Each unit you summon costs 10 Saurus Guard 22
wounds equal to the roll. the number of cosmic power points 10 Saurus Warriors 20
shown on the list, and you can only
summon the unit if you have enough 3 Kroxigor Warspawned 18
cosmic power points to do so. Units 3 Kroxigor 18
must be set up more than 9” from 5 Raptadon Hunters 16
all enemy units and wholly within 12”
5 Raptadon Chargers 16
of a friendly cosmic node.
1 Spawn of Chotec 16
5 Hunters of Huanchi w/ Dartpipes 12
3 Terradon Riders 12
5 Ripperdactyl Riders 10
5 Hunters of Huanchi w/ Bolas 10
3 Terrawings 8
10 Skinks 8
STARBORNE STARBORNE STARBORNE STARBORNE
SLANN COMMAND TRAITS SLANN COMMAND TRAITS SLANN COMMAND TRAITS SKINK COMMAND TRAITS

HIGHER STATE OF LORD OF VAST INTELLECT MASTER OF


CONSCIOUSNESS CELESTIAL This general knows 2 extra STAR-RITUALS
Ignore modifiers (positive and RESONANCE spells from the Lore of Celestial
Domination (pg 76).
Wizard only. This general knows all
negative) to save rolls for attacks the spells from the Lore of Celestial
Each time this general successfully
that target this general. Manipulation (pg 76) in addition to
casts a spell that is not unbound,
any other spells they know.
successfully unbinds a spell or
successfully dispels an endless
spell, you receive 2 cosmic power
points instead of 1.

STARBORNE STARBORNE STARBORNE STARBORNE


SKINK COMMAND TRAITS SKINK COMMAND TRAITS SLANN ARTEFACTS OF POWER SLANN ARTEFACTS OF POWER

NIMBLE SHREWD RELOCATION PRISM OF


WARLEADER STRATEGIST ORB AMYNTOK
Roll 2D6 instead of D6 when Once per battle, at the start of Once per battle, at the end of a Once per battle, at the start of a
making run rolls for friendly Skink your opponent’s combat phase, phase, if the bearer has had any phase, pick 1 enemy unit within 12”
units while they are wholly within you can pick 1 friendly Seraphon wounds allocated to them in that of the bearer and roll a dice. On a
18” of this general. unit wholly within 18” of this phase, you can remove the bearer 1, nothing happens. On a 2+, that
general. If that unit is within 12” from the battlefield and set them enemy unit suffers a number of
of any enemy units but more than up anywhere wholly within 12” of a mortal wounds equal to the roll.
3” from all enemy units, it can friendly cosmic node and more than
immediately attempt a charge. 9” from all enemy units.
STARBORNE STARBORNE STARBORNE STARBORNE
SLANN ARTEFACTS OF POWER SLANN ARTEFACTS OF POWER SKINK ARTEFACTS OF POWER SKINK ARTEFACTS OF POWER

ZOETIC DIAL SPACEFOLDER’S INCANDESCENT SACRED


After deployment but before STAVE RECTRICES STEGADON
the first battle round begins,
secretly record the number of a
Once per turn, at the end of At the start of each of your HELM
your movement phase, if the hero phases, you can heal up to
battle round on a piece of paper. Add 1 to save rolls for attacks
bearer is on the battlefield, you can D3 wounds allocated to the bearer.
At the start of that battle round, that target the bearer. In addition,
say that they will guide the arrival
reveal the information and then add 1 to the Damage characteristic
of their celestial reinforcements.
heal all wounds allocated to the of melee weapons used by the
If you do so, the next friendly
bearer. In addition, during that bearer if they made a charge move
Starborne unit to be set up on
battle round, add 1 to save rolls in the same turn.
the battlefield can be set up more
for attacks that target the bearer.
than 7” from all enemy units
instead of more than 9”.

STARBORNE
SKINK ARTEFACTS OF POWER
LORE OF CELESTIAL DOMINATION LORE OF CELESTIAL DOMINATION LORE OF CELESTIAL DOMINATION
CLOAK OF SLANN SLANN SLANN

FEATHERS COMET’S CALL TEPOK’S DRAIN MAGIC


Unit that does not have the Comet’s Call is a spell that BENEFICENCE Drain Magic is a spell that
MonSter keyword only. Subtract 1 has a casting value of 7. If has a casting value of 6. If
Tepok’s Beneficence is a
from hit rolls for attacks that target successfully cast, pick up to successfully cast, until the end
spell that has a casting value
the bearer. In addition, add 4” to D3 different enemy units on of the phase, add 1 to dispelling
of 5 and a range of 18”. If
the bearer’s Move characteristic, the battlefield. If the casting rolls ,made by friendly units
successfully cast, pick 1 friendly
and the bearer can fly. roll was 10+, pick up to D6 and subtract 1 from unbinding
Skink unit wholly within range
different enemy units instead rolls made by enemy units.
and visible to the caster. Until
of up to D3. Each of those units
the start of your next hero phase,
suffers D3 mortal wounds
subtract 1 from wound rolls for
(roll separately for each unit).
attacks that target that unit.
LORE OF CELESTIAL DOMINATION LORE OF CELESTIAL DOMINATION LORE OF CELESTIAL MANIPULATION LORE OF CELESTIAL MANIPULATION
SLANN SLANN SKINK WIZARDS SKINK WIZARDS

MYSTICAL STELLAR COSMIC CELESTIAL


UNFORGING TEMPEST CRUSH HARMONY
Mystical Unforging is a spell that Stellar Tempest is a spell that Cosmic Crush is a spell that Celestial Harmony is a spell that
has a casting value of 8 and a has a casting value of 8 and has a casting value of 7 and has a casting value of 5 and a
range of 12”. If successfully cast, a range of 24”. If successfully a range of 12”. If successfully range of 18”. If successfully cast,
pick 1 enemy unit within range cast, pick 1 enemy unit within cast, pick 1 enemy unit within pick 1 friendly Seraphon unit
and visible to the caster. Until the range and visible to the caster. range and visible to the caster. wholly within range and visible
start of your next hero phase, the Roll a number of dice equal to Roll a number of dice equal to to the caster. If the casting
Rend characteristic of that unit’s the number of models in that the number of models in that roll was 10+, pick all friendly
weapons is treated as `-’. unit. For each 5+, that unit unit. For each roll that equals Seraphon units wholly within
suffers 1 mortal wound. or exceeds that unit’s Save range and visible to the caster
characteristic, that unit suffers instead of 1. Until your next hero
1 mortal wound. phase, the units picked have a
Bravery characteristic of 10.

DRACOTHION’S TAIL FANGS OF SOTEK COALESCED


ARMY RULES ARMY RULES BATTLE TRAITS
LORE OF CELESTIAL MANIPULATION
SKINK WIZARDS
APPEAR ON THE SERPENT PREDATORY
SPEED OF COMMAND STRIKES FIGHTERS
HUANCHI During deployment, instead of The commanding player of a Fangs Add 1 to bite rolls made for
Speed of Huanchi is a spell that setting up a dracothion’S tail unit of Sotek army can use the Redeploy coaleSced SauruS and coaleSced
has a casting value of 6 and a on the battlefield. you can place it command ability up to 3 times in kroxigor units with the Mighty
range of 18”. If successfully cast, to one side and say that it is set up each of their opponent’s movement Saurus Jaws, Saurus Jaws or
pick 1 friendly kroxigor or Skink on the temple-ship as a reserve unit. phases. In addition, the first 2 times Vice-like Jaws ability.
unit that is not a MonSter and You can set up 1 unit on the temple- the Redeploy command is issued to
that is wholly within range and ship for each dracothion’S tail unit any friendly FangS oF Sotek Skink
visible to the caster. That unit you have set up on the battlefield. units in a phase, no command
can make a normal move. At the end of your movement phase, points are spent.
you can set up 1 or more of the
reserve units on the temple-ship on
the battlefield, wholly within 12” of a
friendly cosmic node and more than
9” from all enemy units.
COALESCED COALESCED COALESCED COALESCED
BATTLE TRAITS MONSTROUS RAMPAGES MONSTROUS RAMPAGES MONSTROUS RAMPAGES

SCALY SKIN GARGANTUAN EARTHSHAKING ODIOUS ROAR


Subtract 1 from the damage JAWS CHARGE Only a troglodon can carry out
inflicted (to a minimum of 1) by this monstrous rampage. Roll a
Only a carnoSaur can carry Only a Stegadon that has made a
each successful attck that targets dice. On a 2+, until the end of the
out this monstrous rampage. charge move in the same phase can
a friendly coaleSced unit that following combat phase, the range
Pick 1 enemy model within carry out this monstrous rampage.
has the SauruS, kroxigor or of this unit’s Stench of Death ability
3” of this unit and roll a dice. Pick 1 enemy unit within 1” of this
MonSter keyword. is 12” instead of 9”.
If the roll is greater than that unit and roll a dice. On a 4+, the
model’s Wounds characteristic, strike-last effect applies to that
it is slain. unit until the end of the following
combat phase.

COALESCED COALESCED SLANN COALESCED SLANN COALESCED SLANN


MONSTROUS RAMPAGES COMMAND TRAITS COMMAND TRAITS COMMAND TRAITS

BLUDGEONING WRATH OF CUSTODIAN MASTER OF


SWEEP AEONS OF DIVINE THE MATERIAL
Only a baStiladon can carry out this Once per battle, at the start of your TECHNOLOGY PLANE
monstrous rampage. Pick 1 enemy combat phase, you can say that
Pick 2 artefacts of power from the This general knows 2 extra
unit within 3” of this unit that is not this general will rouse the wrath of
Treasures of the Temple-cities spells from the Lore of Ancient
a MonSter and roll a dice. If the roll the Seraphon. If you do so, until
table (pg 80) and note them on Domains (pg 81).
is less than the number of models the end of that phase, add 1 to the
your roster. This general has both
in that enemy unit, that enemy unit Attacks characteristic of melee
of those artefacts of power, but
suffers a number of mortal wounds weapons used by friendly SauruS
they cannot be given any others.
equal to the roll. and kroxigor units while they are
These 2 artefacts of power are
wholly within 12” of this unit.
in addition to the first artefact of
power enhancement you can take
for your army.
COALESCED SLANN COALESCED SAURUS COALESCED SAURUS COALESCED SAURUS
COMMAND TRAITS COMMAND TRAITS COMMAND TRAITS COMMAND TRAITS

DOMINATING PRIME THICKLY VENGEFUL


MIND WARBEAST SCALED HIDE DEFENDER
Once per turn, at the start of your Unit with mount only. Add 1 to save rolls for attacks At the start of your hero phase,
hero phase, you can pick 1 friendly Add 1 to the Attacks characteristic that target this general. if this general is wholly within
coaleSced MonSter unit on the of the weapons used by this your territory, you can pick this
battlefield and say that it will have general’s mount. general and up to 2 other friendly
its mind dominated by this general. SauruS or kroxigor units wholly
If you do so, roll a dice. On a 2+, within 12” of this general to each
add 1 to wound rolls for attacks make a normal move.
made with melee weapons by that
unit until the start of your next hero
phase. If the unit picked to have its
mind dominated has a mount, this
command trait only affects attacks
made by that unit’s mount.

COALESCED SLANN COALESCED SLANN COALESCED SLANN COALESCED SLANN


ARTEFACTS OF POWER ARTEFACTS OF POWER ARTEFACTS OF POWER ARTEFACTS OF POWER

THRONE OF CRYSTALLINE ITXI GRUBS COATI FAMILIAR


THE LOST SKULL At the start of each hero phase, Once per battle, at the start of your
GODS The bearer starts with a power
you can heal 1 wound allocated
to the bearer. In addition, in
hero phase, you can say that the
bearer will be blessed by Tepok. If
reserve of 0. Each time the bearer
Add 4” to the bearer’s Move your hero phase, you can re-roll you do so, the bearer can attempt
successfully casts a spell that is
characteristic, and add 1 to the 1 casting roll or 1 dispelling roll for to cast 1 additional spell in that
not unbound, increase the bearer’s
bearer’s Wounds characteristic. the bearer, and in the enemy hero hero phase, and that spell can be
power reserve by 1. Once per
phase, you can re-roll 1 unbinding any spell from the Lore of Ancient
battle, in your hero phase, you can
roll for the bearer. Domains (pg 81).
say that the bearer will shatter the
crystalline skull. If you do so, pick 1
enemy unit within 12” of the bearer
and roll a number of dice equal to
the power reserve. For each 3+, that
unit sutlers 1 mortal wound.
COALESCED SAURUS COALESCED SAURUS COALESCED SAURUS
ARTEFACTS OF POWER ARTEFACTS OF POWER ARTEFACTS OF POWER
LORE OF ANCIENT DOMAINS
SOTEK’S GAZE BLOODRAGE BLADE OF SLANN

Enemy models with a Wounds PENDANT REALITIES THE EARTH


characteristic of 1 or 2 cannot
contest objectives while they are
Add 1 to the Attacks characteristic Pick 1 of the hearer’s melee TREMBLES
of the bearer’s melee weapons. weapons. Improve the Rend The Earth Trembles is a spell
within 6” of the bearer.
If the number of wounds allocated characteristic of that weapon that has a casting value of 8.
to the bearer is equal to or greater by 1. In addition, add 1 to the If successfully cast, pick 1 of the
than half of the bearer’s Wounds damage inflicted by each successful corners of the battlefield and
characteristic (rounding up), attack made with that weapon draw a straight line between that
add 2 instead. that targets a hero. corner and the closest part of
the caster’s base. Roll a dice for
each enemy unit passed across
by that line. On a 4+, that unit
suffers D3 mortal wounds.

LORE OF ANCIENT DOMAINS LORE OF ANCIENT DOMAINS LORE OF ANCIENT DOMAINS LORE OF ANCIENT DOMAINS
SLANN SLANN SLANN SLANN

EMPOWERED DRAIN MAGIC ITZL’S TELEPATHIC


CELESTITE Drain Magic is a spell that INVIGORATION SUMMONS
has a casting value of 6.
Empowered Celestite is a spell Itzl’s Invigoration is a spell that Telepathic Summons is a spell
If successfully cast, until the
that has a casting value of 7 and has a casting value of 6 and a that has a casting value of 6
end of the phase, add 1 to
a range of 18”. If successfully range of 12”. If successfully cast, and a range of 9”. If successfully
dispelling rolls made by
cast, pick 1 friendly SauruS unit pick 1 friendly MonSter wholly cast, pick 1 friendly SauruS unit
friendly units and subtract
wholly within range and visible within range and visible to the that is not a MonSter and that
1 from unbinding rolls made
to the caster. Until the start of caster. Until the start of your is visible to the caster. Remove
by enemy units.
the next hero phase, improve next hero phase, use the top that unit from the battlefield
the Rend characteristic of that row of that unit’s damage table, and set it up again on the
unit’s Celestite weapons by 1. A regardless of how many battlefield wholly within range
Celestite weapon is any weapon wounds it has suffered. of the caster.
that has `Celestite’ in the name.
KOATL’S CLAW
ARMY RULES
LORE OF ANCIENT DOMAINS LORE OF ANCIENT DOMAINS LORE OF ANCIENT DOMAINS
SKINK WIZARDS SKINK WIZARDS SKINK WIZARDS
SAVAGERY
LIGHT OF HEAVENLY TIDE OF INCARNATE
CHOTEC FRENZY SERPENTS Add I to wound rolls for
Light of Chotec is a spell that Heavenly Frenzy is a spell that Tide of Serpents is a spell that attacks made with melee weapons
has a casting value of 7 and a has a casting value of 7 and a has a casting value of 7 and a by friendly koatl’S claW SauruS
range of 12”. If successfully cast, range of 18”. If successfully cast, range of 15”. If successfully cast, and koatl’S claW kroxigor units
pick 1 friendly Seraphon model pick 1 friendly Seraphon unit pick 1 enemy unit within range that made a charge move in
wholly within range and visible wholly within range and visible and visible to the caster. Roll the same turn.
to the caster. Roll a number of to the caster. Until the end of a number of dice equal to the
dice equal to the number of the turn, that unit can run and number of models in that unit.
wounds allocated to it. For each still charge later in the turn. For each 5+, that unit suffers
5+, heal 1 wound allocated 1 mortal wound.
to that model.

CORE BATTALIONS GRAND STRATEGIES GRAND STRATEGIES

THUNDER LIZARD SERAPHON SERAPHON SERAPHON


ARMY RULES
THUNDERQUAKE REALMSHAPER REPEL
MIGHTY BEASTS GUARDIANS CORRUPTION
OF WAR When the battle ends, you complete When the battle ends, you
Swift: Once per battle, 1 unit from this
At the end of the charge phase, battalion can receive the At the Double this grand strategy if you have a complete this grand strategy if
you can carry out 2 monstrous or Forward to Victory command without Coalesced Realmshaper Engine or there are no enemy units wholly
rampages with each friendly the command being issued and without a Starborne Realmshaper Engine on within your territory.
thunder lizard MonSter command point being spent. the battlefield, there are no enemy
instead of 1. models within 12” of it and it was not
OR affected by a successful Smash To
Rubble monstrous rampage.

Slayers: Once per battle, 1 unit from this


battalion can receive the All-out Attack
or Unleash Hell command without the
command being issued and without a
command point being spent.
GRAND STRATEGIES GRAND STRATEGIES BATTLE TACTICS BATTLE TACTICS

SERAPHON SERAPHON SERAPHON SERAPHON

CONTINUOUS FURTHER THE STAMPEDE CELESTIAL


EXPANSION GREAT PLAN OF SCALES OBLITERATION
When the battle ends, you complete When the battle ends, you Pick 3 different friendly Seraphon Pick 1 enemy unit on the battlefield.
this grand strategy if there is at complete this grand strategy if MonSterS. You complete this tactic You complete this tactic if that unit
least 1 friendly Seraphon unit wholly you completed 4 or more battle if each of those units runs in the is destroyed this turn by mortal
within each large quarter of the tactics and each of those battle following movement phase and wounds caused by a spell or the
battlefield (core rules, 28.2.8). tactics was from the March of the finishes that run within 6 of at least abilities of an endless spell.
Seraphon Host table below. 1 of the other units you picked and
wholly within enemy territory.

BATTLE TACTICS BATTLE TACTICS BATTLE TACTICS BATTLE TACTICS

SERAPHON SERAPHON SERAPHON SERAPHON

OVERWHELMING APEX COLD-BLOODED PACK HUNTERS


NUMBERS PREDATOR RESILIENCE Pick 1 enemy unit within 3” of only
1 friendly aggradon unit. You
Pick 1 objective controlled by the Pick 1 enemy MonSter. You complete Pick 1 friendly SauruS or kroxigor
complete this tactic if, at the end of
enemy. You complete this tactic at this tactic at the end of this turn unit within 3” of an enemy unit. You
this turn, that unit is within 3 of 2 or
the end of this turn if you control if that enemy unit was destroyed complete this tactic at the end of this
more friendly aggradon units.
that objective and all friendly units by an attack made by a friendly turn if that unit was not destroyed,
contesting it have the Skink keyword. Seraphon MonSter. did not retreat and was not removed
from the battlefield.
SLANN STARMASTER
COMMAND ABILITY
LORD KROAK SLANN STARMASTER SLANN STARMASTER
SPELL
GIFT FROM SPELL SPELL

CELESTIAL THE HEAVENS CELESTIAL SHIELD OF


DELIVERANCE You can use this command ability EQUILIBRIUM THE OLD ONES
Celestial Deliverance is a spell in your hero phase. The command Celestial Equilibrium is a spell Shield of the Old Ones is a
that has a casting value of 7 and can only be issued by this unit, and that has a casting value of 6. If spell that has a casting value
a range of 12”. This unit can the unit that receives the command successfully cast, until the end of 7. If successfully cast, the
attempt to cast this spell multiple must be a friendly Seraphon unit. of the phase, add 1 to casting caster has a ward of 4+ against
times in your hero phase. Each Until your next hero phase, that unit rolls for friendly WizardS other mortal wounds until your
time this spell is successfully can fly. In addition, add I to save than the caster. next hero phase.
cast, pick up to 3 different enemy rolls for attacks made with missile
units within range and visible to weapons that target that unit until
the caster. Each of those units your next hero phase.
suffers D3 mortal wounds.

SKINK STARSEER SKINK STARPRIEST SKINK ORACLE


SPELL SPELL SPELL

CELESTIAL BLAZING PRIMORDIAL


DOOM STARLIGHT MIRE
Celestial Doom is a spell that Blazing Starlight is a spell that Primordial Mire is a spell that has
has a casting value of 7 and has a casting value of 6 and a casting value of 7 and a range
a range of 12”. If successfully a range of 18”. If successfully of 12”. If successfully cast, pick 1
cast, pick 1 enemy unit within cast, pick 1 enemy unit within objective or terrain feature within
range and visible to the caster. range and visible to the caster. range and visible to the caster.
Until the end of your turn, Until your next hero phase, Until your next hero phase,
ward rolls cannot be made for subtract 1 from hit rolls for units within 3” of that objective
models in that unit. attacks made by that unit. or terrain feature cannot run or
retreat and must halve the result
of any charge rolls. This spell
has no effect on Skink units and
units that can fly.
GRAND STRATEGIES
Barren Icescape: When the battle ends, you complete this grand strategy Overshadow: When the battle ends, you complete this grand strategy
if all enemy units that have artefacts are destroyed and there are no enemy if all enemy Battleline units from your opponent’s starting army are
units with 6” of the centre of the battlefield. destroyed and there is at least 1 friendly Battleline unit from your
starting army on the battlefield.
Control The Nexus: When the battle ends, you complete this grand
strategy if 2 or more friendly Wizard units are wholly within 6” of the Slaughter of Sorcery: When the battle ends, you complete this grand
centre of the battlefield. strategy if there are no Wizard units on the battlefield.

Magic Made Manifest: When the battle ends, you complete this Spellcasting Savant: When the battle ends, you complete this grand
grand strategy if there are 2 or more endless spells or inCarnateS on strategy if the model picked to be your general is an andtorian loCuS
they battlefield that are controlled by or bonded to friendly units. and that unit has not been slain.

Continuous Expansion: When the battle ends, you complete this Realmshaper Guardians: When the battle ends, you complete this
grand strategy if there is at least 1 friendly Seraphon unit wholly grand strategy if you have a Coalesced Realmshaper Engine or
within each large quarter of the battlefield (core rules, 28.2.8). Starborne Realmshaper Engine on the battlefield, there are no enemy
models within 12” of it and it was not affected by a successful Smash To
Further the Great Plan: When the battle ends, you complete this grand
Rubble monstrous rampage.
strategy if you completed 4 or more battle tactics and each of those
battle tactics was from the March of the Seraphon Host table († tactics). Repel Corruption: When the battle ends, you complete this grand
strategy if there are no enemy units wholly within your territory.

BATTLE TACTICS
Bait and Trap: You complete this battle tactic if 2 or more friendly Led into the Maelstrom: You complete this battle tactic if 1 or more
units retreated this turn and 2 or more different friendly units made a friendly heroeS and 1 or more friendly Battleline units each made a
charge move this turn. charge move this turn and at least 1 of those units is within 3” of an
enemy unit at the end of the turn.
Endless Expropriation: Pick 1 enemy unit that is controlling or bonded to
an endless spell or inCarnate. You complete this battle tactic at the end of Magical Dominance: You complete this battle tactic at the end of
your turn if any of the following are true: your turn if a friendly Wizard unit successfully cast 1 or more spells
• That enemy unit has been destroyed. and none of the spells cast by any units in your army were unbound.
• That endless spell is wild.
Magical Mayhem: Pick 1 enemy unit on the battlefield. You complete
• That endless spell is controlled by or bonded to a friendly unit.
this battle tactic if that unit is destroyed by damage inflicted by a spell
• That Incarnate is wild.
or the abilities of an endless spell.
Intimidate the Invaders: You complete this battle tactic at the end of
Surround and Destroy: Pick 3 different friendly units on the
your turn if there are more friendly units wholly outside your territory
battlefield. You complete this battle tactic at the end of your turn if
than there are friendly units within your territory.
each of those units is wholly within 6” of a different battlefield edge
Reprisal: You complete this battle tactic if an enemy unit that destroyed and 2 or more of those units are wholly outside your territory.
a friendly general earlier in the battle is destroyed in this turn.

Stampede of Scales †: Pick 3 different friendly Seraphon monSterS. Apex Predator †: Pick 1 enemy monSter. You complete this tactic at the
You complete this tactic if each of those units runs in the following end of this turn if that enemy unit was destroyed by an attack made by
movement phase and finishes that run within 6 of at least 1 of the other a friendly Seraphon monSter.
units you picked and wholly within enemy territory.
Cold-blooded Resilience †: Pick 1 friendly SauruS or kroxigor unit
Celestial Obliteration †: Pick 1 enemy unit on the battlefield. You within 3” of an enemy unit. You complete this tactic at the end of
complete this tactic if that unit is destroyed this turn by mortal wounds this turn if that unit was not destroyed, did not retreat and was not
caused by a spell or the abilities of an endless spell. removed from the battlefield.
Overwhelming Numbers †: Pick 1 objective controlled by the enemy. Pack Hunters †: Pick 1 enemy unit within 3” of only 1 friendly aggradon
You complete this tactic at the end of this turn if you control that unit. You complete this tactic if, at the end of this turn, that unit is
objective and all friendly units contesting it have the Skink keyword. within 3 of 2 or more friendly aggradon units.

STARBORNE BATTLE TRAITS


LORDS OF SPACE AND TIME COSMIC POWER SUMMONING SERAPHON
At the start of your hero phase, you can If you have a Starborne army, the following are considered to be cosmic nodes: At the end of your movement phase, you can spend your
carry out one of the following heroic • Friendly Starborne Wizard units; CPP to summon 1 unit from the following list and add it
actions with a friendly Starborne Slann to your army. Each unit you summon costs the number of
instead of any other heroic action you • Friendly Starborne aStrolith bearer units; CPP shown on the list, and you can only summon the unit
can carry out with that hero. • Friendly Starborne realmShaper engine faction terrain features. if you have enough CPP to do so. Units must be set up
more than 9” from all enemy units and wholly within 12”
HEROIC ACTION During the battle, you will be able to receive cosmic power points (CPP) to
of a friendly cosmic node.
spend on abilities and summoning units to the battlefield.
Contemplations of the SIZE UNIT CPP
You begin the battle with 0 CPP.
Ancient Ones: Pick 1 1 Engine of the Gods 30
friendly Starborne Slann. At the start of your hero phase, you receive 1 CPP for each friendly Starborne
Wizard or friendly Starborne aStrolith bearer on the battlefield. In addition. 1 Stegadon 28
Replace 1 spell that they
know from the Lore of you receive 1 CPP each time a friendly Starborne Wizard successfully casts a 1 Bastiladon 24
Celestial Domination spell that is not unbound, successfully unbinds a spell or successfully dispels an 3 Aggradon Lancers 22
endless spell.
(pg 76) with another 10 Saurus Guard 22
spell from that table. SPENDING COSMIC POWER POINTS 10 Saurus Warriors 20
In your hero phase, you can spend your CPP on any of the following abilities.
Spatial Translocation: 3 Kroxigor Warspawned 18
You can only use the ability if you have enough CPP to do so, and the same
Pick 1 friendly Starborne ability cannot be used more than once each phase. 3 Kroxigor 18
Slann, and then pick 1
ABILITY CPP 5 Raptadon Hunters 16
other friendly Starborne
unit wholly within 12” of Azure Light: You can return D3 slain models to each friendly 5 5 Raptadon Chargers 16
them. Remove that other Starborne unit with a Wounds characteristic of 1 or 2 that is wholly 1 Spawn of Chotec 16
Starborne unit within 12” of any friendly cosmic nodes. Roll separately for each unit.
5 Hunters of Huanchi with Dartpipes 12
from the battlefield and Protection of the Old Ones: Until the start of your next hero 10 3 Terradon Riders 12
set it up again on the phase, friendly units affected by the Revivifying Energies ability
battlefield more than 9” 5 Ripperdactyl Riders 10
have a ward of 5+ instead of 6+.
from all enemy units. That 5 Hunters of Huanchi with Bolas 10
Cleanse the Realms: Roll a dice for each enemy unit within 12” of 15
unit cannot move in the 3 Terrawings 8
any friendly cosmic nodes. On a 2+, that unit suffers a number of
following movement phase. 10 Skinks 8
mortal wounds equal to the roll.
SPELLS PRAYERS
MYSTIC SHIELD BLESS
Mystic Shield is a spell that has a casting value of 5 and a range of 12”. Bless is a prayer that has an answer value of 4 and a range of 12”.
If successfully cast, pick 1 friendly unit wholly within range and visible If answered, pick 1 friendly unit wholly within range and visible to the chanter.
to the caster. Add 1 to save rolls for attacks that target that unit until Until the start of your next hero phase, that unit has a ward of 6+.
your next hero phase.
SMITE
ARCANE BOLT Smite is a prayer that has an answer value of 2 and a range of 48”. If
Arcane Bolt is a spell that has a casting value of 5 and a range of 12”. If answered, pick 1 enemy Priest within range and visible to the chanter. That
successfully cast, at the start of any 1 phase before your next hero phase, enemy Priest suffers 1 mortal wound. If the chanting roll was 6 or more, that
you can pick 1 enemy unit within range and visible to the caster. That unit enemy Priest suffers D3 mortal wounds instead of 1
suffers 1 mortal wound. If that unit is within 3” of the caster, it suffers D3
mortal wounds instead of 1.

MONSTROUS RAMPAGES
Roar: Pick 1 enemy unit within 3” of this model and roll a dice. On
HEROIC ACTIONS a 3+, that unit cannot issue or receive commands in the following
Heroic Leadership: Pick 1 friendly hero and roll a dice. Add 2 combat phase.
to the roll if your general has been slain. On a 4+, you receive 1
Stomp: Pick 1 enemy unit within 3” of this model that is not a
command point that can only be spent during that turn to allow
monSter and roll a dice. On a 2+, that unit suffers D3 mortal
that hero to issue a command.
wounds.
Heroic Willpower: Pick 1 friendly hero that is not a Wizard. If it
is the enemy hero phase, that hero can attempt to unbind 1 spell Titanic Duel: Pick 1 enemy monSter within 3” of this model.
in that phase as if they were a Wizard. If it is your hero phase, Add 1 to hit rolls for attacks made by this model that target that
that hero can attempt to dispel 1 endless spell in that phase as if enemy Monster until the end of the following combat phase.
they were a Wizard (you can still only attempt to unbind or dispel Smash to Rubble: Pick 1 faction terrain feature or defensible
the same spell or endless spell once in the same phase). terrain feature within 3” of this model and roll a dice. On a 3+, the
Heroic Recovery: Pick 1 friendly hero that is more than 3” from terrain feature is demolished if it was defensible (see 17.2.3), and
all enemy units and make a heroic recovery roll by rolling 2D6. If the scenery rules on its warscroll cannot be used for the rest of the
the roll is less than or equal to that hero’S Bravery characteristic, battle if it was a faction terrain feature.
you can heal up to D3 wounds allocated to that hero.
Thier Finest Hour: Pick 1 friendly hero. Add 1 to wound rolls for
attacks made by that hero until the end of that turn, and add 1 MYSTERIOUS TERRAIN
to save rolls for attacks that target that hero until the end of that
1. Damned: In your hero phase, you can pick 1 friendly unit within
turn. You cannot carry out this heroic action with the same hero
1” of any terrain features with this rule. That unit suffers D3 mortal
more than once in the same battle.
wounds but you can add 1 to hit rolls for attacks made by that unit
until your next hero phase.
2. Arcane: Add 1 to casting, dispelling and unbinding rolls for models
TRIUMPHS while they are within 1” of any terrain features with this rule.
BLOODTHIRSTY 3. Inspiring: Add 1 to the Bravery characteristic of units while
Once per battle, after you make a charge roll for a friendly unit, you can they are wholly within 1” of any terrain features with this rule.
say that it is bloodthirsty. If you do so, you can re-roll that charge roll.
4. Deadly: Each time a unit is set up or finishes a normal move
INDOMITABLE within 1” of any terrain features with this rule, roll a dice. On a 1,
Once per battle, after you take a battleshock test for a friendly unit, you that unit suffers D3 mortal wounds.
can say it is indomitable. If you do so, no models from that unit will flee in 5. Mystical: Add 1 to chanting and banishment rolls for models
that battleshock phase. while they are within 1” of any terrain features with this rule. In
addition, models have a 6+ ward while they are within 1” of any
INSPIRED terrain features with this rule.
Once per battle, after you pick a friendly unit to shoot or fight, you can say
that it is inspired. If you do so, add 1 to wound rolls for attacks made by 6. Sinister: Subtract 1 from the Bravery characteristic of units while
that unit until the end of that phase. they are wholly within 1” of any terrain features with this rule.

COMMAND ABILITES
ANY HERO PHASE
Rally: You can use this command ability at the start of the hero phase. The unit that receives the command must be more than 3” from all enemy units. Roll 1 dice
for each slain model from that unit. For each 6, you can return 1 slain model to that unit. You can only return models to that unit that have a combined Wounds
characteristic of 10 or less. For example, if the unit that received the command has a Wounds characteristic of 2, you can return a maximum of 5 models to that unit.

YOUR MOVEMENT PHASE ENEMY MOVEMENT PHASE


At the Double: You can use this command ability after you declare that a Redeploy: You can use this command ability in the enemy movement phase after
friendly unit will run. That unit must receive the command. The run roll is not an enemy unit finishes a normal move, run or retreat. The unit that receives the
made for that unit. Instead, 6” is added to that unit’s Move characteristic in that command must be within 9” of that enemy unit and more than 3” from all enemy
phase. The unit is still considered to have run. units. You can make a D6” move with the unit that receives the command, but it must
finish the move more than 3” from all enemy units and cannot shoot later in the turn.

YOUR CHARGE PHASE ENEMY CHARGE PHASE


Forward to Victory: You can use this command ability after you make a Unleash Hell: You can use this command ability after an enemy unit finishes
charge roll for a friendly unit. That unit must receive the command. You can a charge move. The unit that receives the command must be within 6” of that
re-roll the charge roll for that unit. enemy unit and more than 3” from all other enemy units. Models in the unit
that receives the command that are within 6” of the target unit can shoot in
that phase, but when they do so, you must subtract 1 from hit rolls for their
attacks and they can only target the unit that made the charge move.

ANY SHOOTING OR COMBAT PHASE ANY SHOOTING OR COMBAT PHASE


All-out Attack: You can use this command ability when you pick a friendly All-out Defence: You can use this command ability when a friendly unit is
unit to shoot in your shooting phase or fight in the combat phase. That unit picked as the target of an attack in the shooting or combat phase. That unit
must receive the command. Add 1 to hit rolls for attacks made by that unit must receive the command. Add 1 to save rolls for attacks that target that
until the end of that phase.. unit until the end of that phase.

ANY BATTLESHOCK PHASE


Inspiring Presence: You can use this command ability at the start of the battleshock phase. The unit that receives the command does not have to take
battleshock tests in that phase.
GRAND STRATEGIES
Barren Icescape: When the battle ends, you complete this grand strategy Overshadow: When the battle ends, you complete this grand strategy
if all enemy units that have artefacts are destroyed and there are no enemy if all enemy Battleline units from your opponent’s starting army are
units with 6” of the centre of the battlefield. destroyed and there is at least 1 friendly Battleline unit from your
starting army on the battlefield.
Control The Nexus: When the battle ends, you complete this grand
strategy if 2 or more friendly Wizard units are wholly within 6” of the Slaughter of Sorcery: When the battle ends, you complete this grand
centre of the battlefield. strategy if there are no Wizard units on the battlefield.

Magic Made Manifest: When the battle ends, you complete this Spellcasting Savant: When the battle ends, you complete this grand
grand strategy if there are 2 or more endless spells or inCarnateS on strategy if the model picked to be your general is an andtorian loCuS
they battlefield that are controlled by or bonded to friendly units. and that unit has not been slain.

Continuous Expansion: When the battle ends, you complete this Realmshaper Guardians: When the battle ends, you complete this
grand strategy if there is at least 1 friendly Seraphon unit wholly grand strategy if you have a Coalesced Realmshaper Engine or
within each large quarter of the battlefield (core rules, 28.2.8). Starborne Realmshaper Engine on the battlefield, there are no enemy
models within 12” of it and it was not affected by a successful Smash To
Further the Great Plan: When the battle ends, you complete this grand
Rubble monstrous rampage.
strategy if you completed 4 or more battle tactics and each of those
battle tactics was from the March of the Seraphon Host table († tactics). Repel Corruption: When the battle ends, you complete this grand
strategy if there are no enemy units wholly within your territory.

BATTLE TACTICS
Bait and Trap: You complete this battle tactic if 2 or more friendly Led into the Maelstrom: You complete this battle tactic if 1 or more
units retreated this turn and 2 or more different friendly units made a friendly heroeS and 1 or more friendly Battleline units each made a
charge move this turn. charge move this turn and at least 1 of those units is within 3” of an
enemy unit at the end of the turn.
Endless Expropriation: Pick 1 enemy unit that is controlling or bonded to
an endless spell or inCarnate. You complete this battle tactic at the end of Magical Dominance: You complete this battle tactic at the end of
your turn if any of the following are true: your turn if a friendly Wizard unit successfully cast 1 or more spells
• That enemy unit has been destroyed. and none of the spells cast by any units in your army were unbound.
• That endless spell is wild.
Magical Mayhem: Pick 1 enemy unit on the battlefield. You complete
• That endless spell is controlled by or bonded to a friendly unit.
this battle tactic if that unit is destroyed by damage inflicted by a spell
• That Incarnate is wild.
or the abilities of an endless spell.
Intimidate the Invaders: You complete this battle tactic at the end of
Surround and Destroy: Pick 3 different friendly units on the
your turn if there are more friendly units wholly outside your territory
battlefield. You complete this battle tactic at the end of your turn if
than there are friendly units within your territory.
each of those units is wholly within 6” of a different battlefield edge
Reprisal: You complete this battle tactic if an enemy unit that destroyed and 2 or more of those units are wholly outside your territory.
a friendly general earlier in the battle is destroyed in this turn.

Stampede of Scales †: Pick 3 different friendly Seraphon monSterS. Apex Predator †: Pick 1 enemy monSter. You complete this tactic at the
You complete this tactic if each of those units runs in the following end of this turn if that enemy unit was destroyed by an attack made by
movement phase and finishes that run within 6 of at least 1 of the other a friendly Seraphon monSter.
units you picked and wholly within enemy territory.
Cold-blooded Resilience †: Pick 1 friendly SauruS or kroxigor unit
Celestial Obliteration †: Pick 1 enemy unit on the battlefield. You within 3” of an enemy unit. You complete this tactic at the end of
complete this tactic if that unit is destroyed this turn by mortal wounds this turn if that unit was not destroyed, did not retreat and was not
caused by a spell or the abilities of an endless spell. removed from the battlefield.
Overwhelming Numbers †: Pick 1 objective controlled by the enemy. Pack Hunters †: Pick 1 enemy unit within 3” of only 1 friendly aggradon
You complete this tactic at the end of this turn if you control that unit. You complete this tactic if, at the end of this turn, that unit is
objective and all friendly units contesting it have the Skink keyword. within 3 of 2 or more friendly aggradon units.

COALESCED BATTLE TRAITS


PREDATORY FIGHTERS HEROIC ACTION
Add 1 to bite rolls made for CoaleSCed SauruS and
Gargantuan Jaws: Only a CarnoSaur can carry out this monstrous rampage.
CoaleSCed kroxigor units with the Mighty Saurus
Pick 1 enemy model within 3” of this unit and roll a dice. If the roll is greater than
Jaws, Saurus Jaws or Vice-like Jaws ability.
that model’s Wounds characteristic, it is slain.
SCALY SKIN
Subtract 1 from the damage inflicted (to a Earthshaking Charge: Only a Stegadon that has made a charge move in the
minimum of 1) by each successful attck that same phase can carry out this monstrous rampage. Pick 1 enemy unit within 1”
targets a friendly CoaleSCed unit that has the of this unit and roll a dice. On a 4+, the strike-last effect applies to that unit
SauruS, kroxigor or monSter keyword. until the end of the following combat phase.
BEASTS OF THE DARK JUNGLES
When you carry out a monstrous rampage with Odious Roar: Only a troglodon can carry out this monstrous rampage. Roll
a C oaleSCed m onSter, you can carry out 1 of the a dice. On a 2+, until the end of the following combat phase, the range of this
monstrous rampages below instead of any other unit’s Stench of Death ability is 12” instead of 9”.
monstrous rampage you can carry out with that unit.
Bludgeoning Sweep: Only a baStiladon can carry out this monstrous rampage.
Pick 1 enemy unit within 3” of this unit that is not a monSter and roll a dice. If
the roll is less than the number of models in that enemy unit, that enemy unit
suffers a number of mortal wounds equal to the roll.
SPELLS PRAYERS
MYSTIC SHIELD BLESS
Mystic Shield is a spell that has a casting value of 5 and a range of 12”. Bless is a prayer that has an answer value of 4 and a range of 12”.
If successfully cast, pick 1 friendly unit wholly within range and visible If answered, pick 1 friendly unit wholly within range and visible to the chanter.
to the caster. Add 1 to save rolls for attacks that target that unit until Until the start of your next hero phase, that unit has a ward of 6+.
your next hero phase.
SMITE
ARCANE BOLT Smite is a prayer that has an answer value of 2 and a range of 48”. If
Arcane Bolt is a spell that has a casting value of 5 and a range of 12”. If answered, pick 1 enemy Priest within range and visible to the chanter. That
successfully cast, at the start of any 1 phase before your next hero phase, enemy Priest suffers 1 mortal wound. If the chanting roll was 6 or more, that
you can pick 1 enemy unit within range and visible to the caster. That unit enemy Priest suffers D3 mortal wounds instead of 1
suffers 1 mortal wound. If that unit is within 3” of the caster, it suffers D3
mortal wounds instead of 1.

MONSTROUS RAMPAGES
Roar: Pick 1 enemy unit within 3” of this model and roll a dice. On
HEROIC ACTIONS a 3+, that unit cannot issue or receive commands in the following
Heroic Leadership: Pick 1 friendly hero and roll a dice. Add 2 combat phase.
to the roll if your general has been slain. On a 4+, you receive 1
Stomp: Pick 1 enemy unit within 3” of this model that is not a
command point that can only be spent during that turn to allow
monSter and roll a dice. On a 2+, that unit suffers D3 mortal
that hero to issue a command.
wounds.
Heroic Willpower: Pick 1 friendly hero that is not a Wizard. If it
is the enemy hero phase, that hero can attempt to unbind 1 spell Titanic Duel: Pick 1 enemy monSter within 3” of this model.
in that phase as if they were a Wizard. If it is your hero phase, Add 1 to hit rolls for attacks made by this model that target that
that hero can attempt to dispel 1 endless spell in that phase as if enemy Monster until the end of the following combat phase.
they were a Wizard (you can still only attempt to unbind or dispel Smash to Rubble: Pick 1 faction terrain feature or defensible
the same spell or endless spell once in the same phase). terrain feature within 3” of this model and roll a dice. On a 3+, the
Heroic Recovery: Pick 1 friendly hero that is more than 3” from terrain feature is demolished if it was defensible (see 17.2.3), and
all enemy units and make a heroic recovery roll by rolling 2D6. If the scenery rules on its warscroll cannot be used for the rest of the
the roll is less than or equal to that hero’S Bravery characteristic, battle if it was a faction terrain feature.
you can heal up to D3 wounds allocated to that hero.
Thier Finest Hour: Pick 1 friendly hero. Add 1 to wound rolls for
attacks made by that hero until the end of that turn, and add 1 MYSTERIOUS TERRAIN
to save rolls for attacks that target that hero until the end of that
1. Damned: In your hero phase, you can pick 1 friendly unit within
turn. You cannot carry out this heroic action with the same hero
1” of any terrain features with this rule. That unit suffers D3 mortal
more than once in the same battle.
wounds but you can add 1 to hit rolls for attacks made by that unit
until your next hero phase.
2. Arcane: Add 1 to casting, dispelling and unbinding rolls for models
TRIUMPHS while they are within 1” of any terrain features with this rule.
BLOODTHIRSTY 3. Inspiring: Add 1 to the Bravery characteristic of units while
Once per battle, after you make a charge roll for a friendly unit, you can they are wholly within 1” of any terrain features with this rule.
say that it is bloodthirsty. If you do so, you can re-roll that charge roll.
4. Deadly: Each time a unit is set up or finishes a normal move
INDOMITABLE within 1” of any terrain features with this rule, roll a dice. On a 1,
Once per battle, after you take a battleshock test for a friendly unit, you that unit suffers D3 mortal wounds.
can say it is indomitable. If you do so, no models from that unit will flee in 5. Mystical: Add 1 to chanting and banishment rolls for models
that battleshock phase. while they are within 1” of any terrain features with this rule. In
addition, models have a 6+ ward while they are within 1” of any
INSPIRED terrain features with this rule.
Once per battle, after you pick a friendly unit to shoot or fight, you can say
that it is inspired. If you do so, add 1 to wound rolls for attacks made by 6. Sinister: Subtract 1 from the Bravery characteristic of units while
that unit until the end of that phase. they are wholly within 1” of any terrain features with this rule.

COMMAND ABILITES
ANY HERO PHASE
Rally: You can use this command ability at the start of the hero phase. The unit that receives the command must be more than 3” from all enemy units. Roll 1 dice
for each slain model from that unit. For each 6, you can return 1 slain model to that unit. You can only return models to that unit that have a combined Wounds
characteristic of 10 or less. For example, if the unit that received the command has a Wounds characteristic of 2, you can return a maximum of 5 models to that unit.

YOUR MOVEMENT PHASE ENEMY MOVEMENT PHASE


At the Double: You can use this command ability after you declare that a Redeploy: You can use this command ability in the enemy movement phase after
friendly unit will run. That unit must receive the command. The run roll is not an enemy unit finishes a normal move, run or retreat. The unit that receives the
made for that unit. Instead, 6” is added to that unit’s Move characteristic in that command must be within 9” of that enemy unit and more than 3” from all enemy
phase. The unit is still considered to have run. units. You can make a D6” move with the unit that receives the command, but it must
finish the move more than 3” from all enemy units and cannot shoot later in the turn.

YOUR CHARGE PHASE ENEMY CHARGE PHASE


Forward to Victory: You can use this command ability after you make a Unleash Hell: You can use this command ability after an enemy unit finishes
charge roll for a friendly unit. That unit must receive the command. You can a charge move. The unit that receives the command must be within 6” of that
re-roll the charge roll for that unit. enemy unit and more than 3” from all other enemy units. Models in the unit
that receives the command that are within 6” of the target unit can shoot in
that phase, but when they do so, you must subtract 1 from hit rolls for their
attacks and they can only target the unit that made the charge move.

ANY SHOOTING OR COMBAT PHASE ANY SHOOTING OR COMBAT PHASE


All-out Attack: You can use this command ability when you pick a friendly All-out Defence: You can use this command ability when a friendly unit is
unit to shoot in your shooting phase or fight in the combat phase. That unit picked as the target of an attack in the shooting or combat phase. That unit
must receive the command. Add 1 to hit rolls for attacks made by that unit must receive the command. Add 1 to save rolls for attacks that target that
until the end of that phase.. unit until the end of that phase.

ANY BATTLESHOCK PHASE


Inspiring Presence: You can use this command ability at the start of the battleshock phase. The unit that receives the command does not have to take
battleshock tests in that phase.

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